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Class Cleric
Your Domain is chosen at Level 3 and defines everything about your Cleric's identity — your expanded spell list, your Channel Divinity options, and your higher-level features.
- Apocalypse Domain — Destruction, Doom, Annihilation
- Astral Domain — Planes, Void, Spatial Magic
- Death Domain — Necromancy, Undeath, Dark Power
- Grave Domain — Balance, Death's Edge, Protection
- Knowledge Domain — Lore, Mind Magic, Insight
- Life Domain — Healing, Restoration, Preservation
- Light Domain — Radiance, Dawn, Sacred Fire
- Mind Domain — Psionic Power, Mental Dominance, Psychic Force
- Nature Domain — Wilderness, Beasts, Natural Order
- Shadow Domain — Darkness, Stealth, Shadow Control
- Tempest Domain — Storm, Thunder, Lightning
- Trickery Domain — Deception, Stealth, Illusion
- War Domain — Combat, Strength, Victory
| TRAIT | DETAIL |
|---|---|
| Primary Ability | Wisdom |
| Hit Point Die | D8 per Cleric level |
| Saving Throw Proficiencies | Wisdom and Charisma |
| Skill Proficiencies | Choose 2: History, Insight, Medicine, Persuasion, or Religion |
| Weapon Proficiencies | Simple weapons |
| Armor Training | Light and Medium armor and Shields (Heavy via Divine Order: Protector) |
| LEVEL | FEATURE |
|---|---|
| 1 | Spellcasting, Divine Order |
| 2 | Channel Divinity |
| 5 | Sear Undead |
| 7 | Blessed Strikes |
The Cleric is a full spellcaster — you prepare spells from the entire Cleric list each Long Rest. Every spell you know is available to prepare. Your spell slots scale normally through Level 20, and your Domain adds spells that are always prepared and don't count against your limit.
Spellcasting ability: Wisdom. Every spell DC and attack roll scales with Wisdom.
Before you choose a Domain, you define what kind of Cleric you are. Choose one:
Protector — You gain proficiency with Martial weapons and training in Heavy Armor.
Thaumaturge — You learn one additional Cleric cantrip and gain Expertise in the Religion skill.
This choice is made at Level 1 and defines your combat identity before your Domain does. A Thaumaturge Life Cleric and a Protector Life Cleric are fundamentally different characters.
Once per Short Rest (scaling with level), you channel raw divine energy to fuel powerful effects. Every Domain adds its own Channel Divinity option at Level 3, giving you unique actions that no other class has access to.
When you use Channel Divinity to Turn Undead, you can simultaneously deal Radiant damage to every undead creature you affect. The damage scales with your Wisdom modifier.
Sear Undead adds Radiant damage to Turn Undead equal to your Wisdom modifier. It converts the Channel Divinity use into both crowd control and damage simultaneously.
Choose one option that enhances your attacks with divine power:
Divine Strike — Once per turn, when you hit with a weapon attack, deal an extra 1d8 damage of your Domain's type.
Potent Spellcasting — Add your Wisdom modifier to the damage of your Cleric cantrips.
Blessed Strikes adds passive damage to either weapon attacks (Domain type) or cantrips (Wisdom modifier), depending on which combat role the Cleric is filling.
The Cleric's core advantage is spell preparation flexibility layered on top of a fixed Domain identity. Domain spells are always prepared — they define the floor. Every Long Rest you build around them with the remaining slots: healing into damage, utility into control, or pure redundancy for the toughest encounters.
Divine Order at Level 1 creates a second fork before the Domain enters play. Protector (Martial weapons + Heavy Armor) and Thaumaturge (extra cantrip + Religion Expertise) produce fundamentally different Clerics from the same Domain — a Protector Life Cleric is a frontline anchor; a Thaumaturge Life Cleric is a dedicated support caster.